References in solution adjusted
All references to ::Utility::Memory changed to ::Utility::DynamicMemory
This commit is contained in:
parent
893e6427a5
commit
19522d8ff6
|
@ -19,8 +19,8 @@ Box & Box::operator = ( const Box &box )
|
|||
return *this;
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> Box::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new Box(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Box::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Box(*this) ); }
|
||||
|
||||
bool Box::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -33,7 +33,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
Box & operator = ( const Box &box );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -21,8 +21,8 @@ BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box )
|
|||
return *this;
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> BoxAxisAligned::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new BoxAxisAligned(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> BoxAxisAligned::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new BoxAxisAligned(*this) ); }
|
||||
|
||||
bool BoxAxisAligned::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -27,7 +27,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
BoxAxisAligned & operator = ( const BoxAxisAligned &box );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -188,8 +188,8 @@ void Frustrum::WriteToByte( unsigned int &nextIndex, unsigned char targetMem[] )
|
|||
nextIndex += 6 * ::Utility::StaticArray::NumElementsOf( this->plane[0].byte );
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> Frustrum::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new Frustrum(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Frustrum::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Frustrum(*this) ); }
|
||||
|
||||
bool Frustrum::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -37,7 +37,7 @@ namespace Oyster { namespace Collision3D
|
|||
void Split( Frustrum targetList[], unsigned int numX, unsigned int numY = 1U, unsigned int numZ = 1u ) const; /// DEPRECATED
|
||||
void WriteToByte( unsigned char targetMem[], unsigned int &nextIndex ) const; /// DEPRECATED
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -33,7 +33,7 @@ namespace Oyster { namespace Collision3D /// Contains a collection of 3D shapes
|
|||
ICollideable( Type type = Type_undefined );
|
||||
virtual ~ICollideable();
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const = 0;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const = 0;
|
||||
virtual bool Intersects( const ICollideable *target ) const = 0;
|
||||
virtual bool Contains( const ICollideable *target ) const = 0;
|
||||
};
|
||||
|
|
|
@ -20,8 +20,8 @@ Line & Line::operator = ( const Line &line )
|
|||
return *this;
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> Line::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new Line(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Line::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Line(*this) ); }
|
||||
|
||||
bool Line::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -28,7 +28,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
Line & operator = ( const Line &line );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -57,6 +57,15 @@ namespace Oyster { namespace Physics3D
|
|||
return ( momentOfInertia * ::Oyster::Math::Float4(angularVelocity, 0.0f) ).xyz;
|
||||
}
|
||||
|
||||
/******************************************************************
|
||||
* Returns the local angular momentum of a mass in rotation.
|
||||
* @todo TODO: improve doc
|
||||
******************************************************************/
|
||||
inline ::Oyster::Math::Float3 AngularMomentum( const ::Oyster::Math::Float3 linearMomentum, const ::Oyster::Math::Float3 &offset )
|
||||
{
|
||||
return offset.Cross( linearMomentum );
|
||||
}
|
||||
|
||||
/******************************************************************
|
||||
* Returns the local tangential momentum at localPos, of a mass in rotation.
|
||||
* @todo TODO: improve doc
|
||||
|
@ -160,7 +169,7 @@ namespace Oyster { namespace Physics3D
|
|||
*
|
||||
* @todo TODO: improve doc
|
||||
******************************************************************/
|
||||
inline ::Oyster::Math::Float3 ImpulseTorque( const ::Oyster::Math::Float3 & offset, const ::Oyster::Math::Float3 &impulseForce )
|
||||
inline ::Oyster::Math::Float3 ImpulseTorque( const ::Oyster::Math::Float3 & impulseForce, const ::Oyster::Math::Float3 &offset )
|
||||
{
|
||||
return offset.Cross( impulseForce );
|
||||
}
|
||||
|
|
|
@ -19,8 +19,8 @@ Plane & Plane::operator = ( const Plane &plane )
|
|||
return *this;
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> Plane::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new Plane(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Plane::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Plane(*this) ); }
|
||||
|
||||
bool Plane::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -27,7 +27,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
Plane & operator = ( const Plane &plane );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -18,8 +18,8 @@ Point & Point::operator = ( const Point &point )
|
|||
return *this;
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> Point::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new Point(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Point::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Point(*this) ); }
|
||||
|
||||
bool Point::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -26,7 +26,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
Point & operator = ( const Point &point );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -19,8 +19,8 @@ Ray & Ray::operator = ( const Ray &ray )
|
|||
return *this;
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> Ray::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new Ray(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Ray::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Ray(*this) ); }
|
||||
|
||||
bool Ray::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -35,7 +35,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
Ray & operator = ( const Ray &ray );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -96,7 +96,7 @@ namespace Oyster { namespace Physics3D
|
|||
void SetSize( const ::Oyster::Math::Float3 &widthHeight );
|
||||
void SetCenter( const ::Oyster::Math::Float3 &p );
|
||||
|
||||
void SetImpulsTorque( const ::Oyster::Math::Float3 &t );
|
||||
void SetImpulseTorque( const ::Oyster::Math::Float3 &t );
|
||||
void SetAngularMomentum( const ::Oyster::Math::Float3 &h );
|
||||
void SetAngularImpulseAcceleration( const ::Oyster::Math::Float3 &a );
|
||||
void SetAngularVelocity( const ::Oyster::Math::Float3 &w );
|
||||
|
|
|
@ -15,8 +15,8 @@ Sphere & Sphere::operator = ( const Sphere &sphere )
|
|||
return *this;
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> Sphere::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new Sphere(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Sphere::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Sphere(*this) ); }
|
||||
|
||||
bool Sphere::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -26,7 +26,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
Sphere & operator = ( const Sphere &sphere );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
#include "OysterCollision3D.h"
|
||||
|
||||
using namespace ::Oyster::Collision3D;
|
||||
using namespace ::Utility::Memory;
|
||||
using namespace ::Utility::DynamicMemory;
|
||||
|
||||
Universe::Universe() : ICollideable(Type_universe) {}
|
||||
Universe::~Universe() {}
|
||||
|
|
|
@ -18,7 +18,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
Universe & operator = ( const Universe &universe );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue